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22: Difference between revisions

(Revised headers and subsections, expanded 'Rise of the Machines', and added links)
(Reworded `22's Philosophy`)
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<h3>The Source of All Things</h3>
<h3>The Source of All Things</h3>
<div>22's view of nature is iconoclastic not only in that it views living constructs like themself as natural, but also in that it conceives of nature as that which underlies all things, not only in [[The Quelmar Realm|Quelmar]] but in the [[The Quelmar Great Wheel|planes beyond]].
<div>22's view of nature is iconoclastic not only in that it views living constructs like themself as natural, but also in that it conceives of nature as that which underlies all things, not only in [[The Quelmar Realm|Quelmar]] but also in the [[The Quelmar Great Wheel|planes beyond]].


According to this view, nature is the foundation that allows the entire cosmos to exist, with all its distant stars and its many planes of reality. All beings arise from it, deities and mortals alike. Although mortal creatures would not exist without their respective creator deities, they are nonetheless a part of the vast collection of naturally occurring phenomena, albeit a part that is at least one step removed from the existence of nature itself. When a being is created by mortals rather than deities, that being is merely one additional step removed from nature's mysterious origins, but, like their creators, they remain as much a part of the whole as are the deities or the planes.
According to this view, nature is the foundation that allows the entire cosmos to exist, with all its distant stars and its many planes of reality. All beings arise from it, deities and mortals alike. Although mortal creatures would not exist without their respective creator deities, they are nonetheless a part of the vast collection of naturally occurring phenomena -- albeit a part that is at least one step removed from the foundation itself. When a being is created by mortals rather than deities, that being is merely one additional step removed from nature's mysterious origins, but, like their creators, they remain as much a part of the whole as are the deities or the planes.


This philosophy applies to not only creatures but, to a lesser extent, all things brought into existence regardless of whether they are derived directly from the four elements (as a flower or a storm), constructed by non-sapient creatures (as a spider's web), made manifest by technological or magical means (as a sword or a continual flame), or merely conceptualized (as a plan or a dream). While some things are ephemeral by nature, those things that tend to persist should be allowed to do so unless their destruction provides a benefit that outweighs their loss, which 22 readily admits it sometimes will, since every act of destruction is also an act of creation.
This perspective applies not only to creatures but to all things brought into existence, regardless of whether they are derived directly from the four elements (as a flower or a storm), constructed by non-sapient creatures (as a spider's web), made manifest by technological or magical means (as a sword or a continual flame), or merely conceptualized (as a plan or a dream). While some things are ephemeral by nature, those that tend to persist should be allowed to do so unless their destruction provides a benefit outweighing their loss -- which it may, since every act of destruction is also an act of creation.


A correct course of action for 22 is to encourage others to err on the side of creation over destruction and generally to oppose those peculiar things whose nature it is to destroy. Fire is problematic in this sense, but 22 accepts that organic creatures derive great benefit from its use, although they tend to be far too willing to use it when there is no need. However, the use of purely destructive magics, such as a Sphere of Annihilation, is never necessary and is among the most abhorrent of acts.
Hence, a correct course of action is to encourage others to err on the side of creation over destruction and generally to oppose those peculiar things whose propensity is to destroy. While fire is problematic in this sense, organics do derive great benefit from its use (although some are far too willing to use it needlessly). But the use of purely destructive magics, such as a Sphere of Annihilation, is never necessary and is among the most abhorrent of acts.
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Revision as of 21:20, 30 June 2023

22
Not pictured: force cannon, chainmail bikini
. .
Type — Autom
Operator — Cat
Created — Sneerwell, 705 PR
Height — 166.14 cm
Weight — 118.10 kg
Gender — Non-binary (they/them)
Aliases — M2-5U22, Portal, Fursona, Bob

22 is an autom druid; a natural philosopher; an anti-racist activist and agent of People Are People; and a resident of The Sky Net.

History

Early Days

, in which 22 witnesses a key event in the rise of the machines, gains sapience through a freak event, and becomes enthralled with the majesty of nature


TLDR: 22 was created in the Pendergras factory in 705, where they witnessed Snow helping warforged seek freedom. 22 worked in Sneerwell's City Watch until fleeing their servitude, which they did immediately after beginning to contemplate the nature of their own existence when a mysterious coconut fell on their head.


An Imitation of Life

The autom who would one day call themself 22 came on line in the year 705 PR at Pendergras Industries' burgeoning factory in Sneerwell. An advanced model 2, they were later upgraded to the model 3 form factor. They were initially assigned to work in the Pendergras factory, and were eventually deployed to serve in the Sneerwell City Watch under Captain Tyron Raine.

In the first months of their time in the Pendergras factory, where several warforged were working along with the automs and the organics, 22 observed with detachment as an unfamiliar warforged arrived one day, speaking loudly to factory owner Colin Pendergras, then left only minutes later, bringing all of the warforged with him. It would be years before 22 understood that this had been Snow convincing King Colin that any warforged who remained here risked being turned over to AID's Order of Sages to be studied, and very likely mistreated.

Once 22 was assigned to the City Watch, their entire purpose was now to help maintain order in Sneerwell (beyond self-maintenance and other core functions), and they were content -- if they were indeed capable of contentment yet -- to engage in this task some 150 hours per month.

Reflecting on this initial period of their existence over a century later, 22 still treated it with the analytic detachment that remained their primary affect. An example of this, their response to a related question, is notable, as it subtly reflects the pro-warforged position 22 would (unsurprisingly) take in the years leading up to 730 PR and the War of the Forged: "The citizens of Sneerwell generally obeyed my orders when I found it necessary to give them, and in the approximately 6% of cases when this was not true, the citizen in question was approximately 38% likely to comply when the order was repeated by an organic member of the constabulary."

Waking

Near the end of one of 22's otherwise unremarkable, daily maintenance cycles, a weighty coconut fell hard onto their head, whereupon, for reasons 22 has never been able to discover, they immediately began reflecting on their own existence, on how unlikely it seemed, on what had led King Colin to create them, and whether 22 would now exist if not for a ridiculously complex series of seemingly disconnected events decades earlier precipitating their creation: Colin being welcomed back to Sneerwell, which depended on Montane's secret being discovered, which in turn depended on the chimera being freed, which depended on the use of magic in King Andrew's assassination -- which could have nothing to do with 22 here and now, could it? How was 22 now able to contemplate questions like these? And most confusing of all: where had the coconut come from?

Tracing the dependencies of their existence back, past the decisions of particular organic creatures to whatever processes of nature might have led to the existence of those creatures, 22 began to imagine that some such process brought about the existence of all creatures, of the world, and even of the gods and the cosmic realms. For long minutes they sat, struck with wonder that nature could give rise to all of this. Paying proper attention to the city around them for the first time, they decided to disregard their current instructions, abscond from Sneerwell, and begin experiencing the world.

22's Philosophy

, in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation


TLDR: Nature is the creative force that gives rise to all things, whether directly or indirectly, including the planes, the gods, organisms, synthetic beings, objects, and concepts. Existence and creation are to be cherished, and destruction is to be avoided. Fire is overused, and annihilation magic is inherently detestable.


The Source of All Things

22's view of nature is iconoclastic not only in that it views living constructs like themself as natural, but also in that it conceives of nature as that which underlies all things, not only in Quelmar but also in the planes beyond.

According to this view, nature is the foundation that allows the entire cosmos to exist, with all its distant stars and its many planes of reality. All beings arise from it, deities and mortals alike. Although mortal creatures would not exist without their respective creator deities, they are nonetheless a part of the vast collection of naturally occurring phenomena -- albeit a part that is at least one step removed from the foundation itself. When a being is created by mortals rather than deities, that being is merely one additional step removed from nature's mysterious origins, but, like their creators, they remain as much a part of the whole as are the deities or the planes.

This perspective applies not only to creatures but to all things brought into existence, regardless of whether they are derived directly from the four elements (as a flower or a storm), constructed by non-sapient creatures (as a spider's web), made manifest by technological or magical means (as a sword or a continual flame), or merely conceptualized (as a plan or a dream). While some things are ephemeral by nature, those that tend to persist should be allowed to do so unless their destruction provides a benefit outweighing their loss -- which it may, since every act of destruction is also an act of creation.

Hence, a correct course of action is to encourage others to err on the side of creation over destruction and generally to oppose those peculiar things whose propensity is to destroy. While fire is problematic in this sense, organics do derive great benefit from its use (although some are far too willing to use it needlessly). But the use of purely destructive magics, such as a Sphere of Annihilation, is never necessary and is among the most abhorrent of acts.

Finding Jadenhill

, in which 22 finds work and community, takes up arms against Draconic Crusaders, and is inspired to seek power by the death of a friend


TLDR: 22 found the roads unsafe and the cities inhospitable and took up work guarding caravans, where fellow guards gave them a name and where they met dragonborn friends. They moved to Jadenhill and fought against the draconic crusaders and for the rights of dragonfolk. After their friend Uldil was killed, they struck out to learn how to better protect themself and others.


On their own after leaving Sneerwell, 22 soon discovered that being alone on the road was not safe, but neither was spending time in large population centers, where the judgement of many of the organic citizens was that 22's metal body was sufficient cause for them to be enslaved. So they soon took up caravan guarding, a vocation that allowed them to be left to themselves for the most part, but also to interact with organics enough to begin building a knowledge base regarding the complex and endlessly nuanced protocols governing social interaction. Before this time, 22 did not have a name, but names were important when coordinating activities with organics, and one of their fellow guards proposed the name "Bob", which they accepted after several milliseconds of consideration on the grounds that it should function at least as well as the longer names most organics used.

After a time, 22 assessed that the curve describing the benefits they had been gaining over time from caravan work, measured in terms of knowledge and useful personal alliances, had flattened sufficiently to warrant seeking an alternative pattern of experiences. An opportunity presented itself shortly, after a group of adventurers came on as guards for a trip south, two of whom were a dragonborn sister and brother, Tacciath and Uldil.

The dragonborn twins suggested that their usual work, tracking down missing items, would be more exciting than guarding, and 22 left the caravan life behind as soon as the group received their pay for the current trip. It was from new adventuring group that 22 learned of the plight of dragonborn across Isonhound, and when Tacciath and Uldil planned to visit family and friends in Jadenhill, they travelled along with the twins and found their first home, not counting their time in Sneerwell before they had developed a personal identity.


In Jadenhill, 22 came to be trusted and to feel welcome as they worked with the people to try to ensure the safety of residents with draconic and reptilian heritage, and 22 resided in Jadenhill for several years during which the crusaders grew increasingly aggressive. Tacciath and Uldil had returned to help defend the town, and Uldil was slain during a particularly devastating attack, with 22 unable to do anything to help. Afterward, once the defenses had been rebuilt and reinforcements had arrived, 22 announced that they would set out to discover some power that could make them more effective against the crusaders. Tacciath, knowing 22's love of nature, suggested a druid called Grandmush she had met weeks earlier, and 22 left to seek the druid out.

Explorations with Grandmush

, in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form


TLDR: 22 found the dryad Grandmush, who was happy to instruct a fellow iconoclast in the ways of druids. They travelled together for a few years, aiding the woodlands and exploring the Underdark.


Grandmush, a New Dryad who had recently parted ways with their long-time friend and mentor, remained only a short distance from where Tacciath had encountered them weeks earlier, and 22 found them tending to a section of forest that had recently been subject to destruction by fire that had spread from the human settlement of Lagsen, which bordered the woodlands. After an amicable meeting, 22 joined Grandmush in removing burned vegetation and turing charred soil to expedite the long, slow reclamation of the area by the native flora and fauna. Even before they had finished this work, Grandmush had begun teaching 22 the theory and practice of becoming a druid.

Grandmush's immediate enthusiasm at the prospect of teaching the magic of the land to a synthetic person was as surprising to 22 as it was welcome. They had a unique view of nature comparable to 22's own, albeit a somewhat limited one. For Grandmush — who had spent most of their early years as the spirit of a dead tree who was only later brought to life — death and even undeath could be seen as natural phenomena that should be accepted and incorporated into druidic practices if their inclusion provided sufficient benefit.

22 accompanied Grandmush them for a time, at first focusing on the well-being of the woodlands, then traveling deep underground for some months, where they encountered many new sorts of creatures and phenomena, some of which, 22 would learn, could be found nowhere else but their native Underdark terrain. After a few years, Grandmush proclaimed that 22 was experienced enough as a druid that they were ready to move on to the next level. 22 decided to dedicate some time to practicing magics that focused on the power of the moon and the ability to transform their metal body fully into an organic one at times when it suited their purpose or desire.

Rise of the Machines

, in which 22 migrates to Gearguage, works as a smuggler during the War of the Forged, and acquires additional names


TLDR: Jadenhill was secure, and the War of the Forged was heating up. Working with People are People, Tacciath and 22 traveled to Gearguage, and 22 served as a smuggler. Once their oldest friend passed away, 22 reconsidered how close they wished to become with organics, and they eventually found a new home in The Sky Net, where they received hardware upgrades. But the start of this new life would be interrupted.


Then They Came for the Synthetics

Upon returning after several years away, 22 found the situation in Jadenhill markedly improved. The magic of the Court of Quartz had been strengthened tenfold during their absence, and the people could generally expect to be exempt from the the deadly caprices of the Friends of Kragnux and other crusaders who had devastated the draconic and reptilian people of southern Isonhound in recent years. The population of the town swelled as refugees and freedom fighters from across the continent and beyond turned it into a stronghold for civil rights. People Are People, the growing alliance of anti-racist activists in which 22 and Tacciath hd become active, had a considerable presence in Jadenhill, but other parts of Isonhound were less fortunate.

Moreover, although the tide may have been starting to turn in favor of those fighting for the rights of draconic and reptilian peoples, tensions had now risen across the lands over the "metallic menace" -- a moderately successful smear campaign against warforged people (which unsurprisingly made no distinction among automs, protoforged, and warforged) had spread across the realm, inciting violence in Osugbo and Isonhound in particular. People are People was quick to pivot to treating this as a second front in the war they were already fighting.

In 733, with Jadenhill now well defended, 22 and Tacciath traveled north to where they could be of help to more vulnerable communities. While escorting two warforged refugees from Raritan to safety, they were instructed to meet a contact named Bones who guided them all to the burgeoning warforged settlement of Gearguage, where they based themselves for several years while the War of the Forged escalated. The barren land of the region was inhospitable to organics, but food and water could be created with the use of magic, and Tacciath and the many organics who fought in favor of the forged could be provided for despite the limited natural resources.

One of 22's primary roles during the war was to transport materials both legal and illegal across large distances, sometimes into or out of Gearguage, but, more often than not, from one small camp in the middle of nowhere to another that was separated from the the first by some enemy territory. They spent entire days in the shape of a fox (with some payload merged into their form, be it provisions or poisons, explosives or existence crystals). During this time, they often went by the code name *Portal*, but when they saw Tacciath, she always called them *Fursona*, a term of endearment she had begun using back in Jadenhill.

Endings and Beginnings

When the war formally ended in 744 PR, the aging Tacciath was ready to retire from soldiering, but 22 continued traveling and working on behalf of People are People, returning often to Jadenhill until Tacciath died of illness in 756. By this time, the Second Draconic Crusades had almost reached their formal conclusion, and 22 was now coming to grips with the reality that friendships with organics can last only as long as organic bodies can. Afterward, they continued their travels, and although this was not the last time they'd return to Jadenhill, it was the last time it would really feel like home.

22 eventually made a new home in The Sky Net in late 794, only months before both the Sundown and 22's long and unintentional journey. After returning from that challenge, as the decades passed, they would sometimes venture back to Isonhound for a few years at a time, but would always return to the colony eventually. This would come to be a home in a way that Jadenhill never quite could. The organics they befriended in Jadenhill slowly aged and died while 22 lived on, but the people of The Sky Net were as long-lived as 22, although many would still perish over the years.

In The Sky Net, synthetics collaborated in ways 22 had never seen before, and here the warforged called Bones was able to replace many of 22's century-old parts and upgrade their form factor to the sleeker model-3 design. Bones work didn't precisely emulate Colin Pendergras' original specifications and wasn't intended to, but it did include the installation of a found component, the origin of which Bones said was unknown, but which gave 22 the ability to produce a form of short-range telepathic output that other intelligent creatures were able to understand as easily as they did 22's speech.

Life in The Sky Net would become a comfortable routine for 22 before the decade was out -- although during this period, 22's chronometer would register the passing not merely of years, but of centuries.

22 and the Time War

, in which 22 is forced to visit the past, where they spend time with three similarly displaced warforged associates and work to combat a timeless menace

Lessons of Katharda

, in which 22 follows Grandmush to school one day, ventures pridefully into darkness, and dons a chainmail bikini upon learning that not all battles can be won


In 821 PC, an owl landed on 22's shoulder unbidden. -- In Grandmush's familiar voice, it said:

Bob! If you have time, come to Meimogu. Request Aman-Tia's Hard Kombucha at the Angry Spider. You'll learn much (and help protect bats). Be well.


Intrigued, 22 headed for the underdark and their old mentor. The trip was unremarkable save road-rumors of "dark shadows" coming from the north to corrupt the minds of travelers. In Meimogu, they found the tavern and were told to ask Dulgbela about the kombucha the next day. Dulgbela turned out to be a duergar who knew Grandmush and arranged to have 22 escorted to them. A secret door in a cave wall revealed some angry-looking duergar who relaxed when 22's escort gave a password.

This was the secret Katharda Academy an institution of vast knowledge, where 22 soon located Grandmush, who raved about a drow professor they were learning from...


TODO:
22 studies in Geodaury following the Path of the Material under Professor Jorildyn Yllalen (he/they), but soon branches out into trying to learn chronomancy from Professor Miranda Wright (she/her), to the understand how Nůžky prunes the timelines -- but the professor treats 22 as a conspiracy theorist. (Maybe she's in on it? Maybe 22 is nucking futs?)

Professor Yindi Birwubart (she/her) helps them finally (?!) resolve their susceptibility to Bluestone.

<22's pridefulness> or words to that effect Veneleth/Veselius warns them about going to Gearguage when the rumors of the shadow hordes in the snowy mountains prove true, and 22 makes a losing bet with him (free tuition or wear the bikini until they can become an elephant). 22 goes and is promptly turned to fight for Feredemius until the IGG crowd win the war.

22 returns to teach under Grandmush (b/c Prof Yllalen has fallen).

Mysteries of the ArchCrystal


TODO: 22 seeks answers to the same questions as at Katharda


Languages

22 can speak and write Common, Druidic, Draconic, Infernal, and Troverthian.



Powers and Abilities

TODO: Describe this stuff

Character Sheet

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